29 Answers

7 votes

Use:
Sunny Day: to decrease the turns needed for Solarbeam and to increase the HP you recover from Morning Sun and to power up Fire-Type moves
Morning Sun:to recover HP
Solarbeam:for weakness coverage
Flamethrower/Flare Blitz:the two moves get powered up by Sunny Day.the choice depends on you whether you want it to be a mixed sweeper or a special sweeper
you could set up Sunny Day before you switch in to it and replace Sunny Day with Extreme Speed

I dont like Solarbeam as a coverage move because of the setup. Sunny day fixes the turn setup BUT a water pokemon can KO before you even get to use solarbeam. i.e.
Arcanine uses Sunny Day
______ uses Surf
IF Arcanine manages to withstand the the hit then...
______ uses Aqua Jet
KO

Wise trainer would know when to switch pokemon too. switch before Aqua Jet, bring out Arcanine at the right time and use morning sun to heal him. If you predict the variables and find a problem then find a good solution to the problem

Dude, Arcanine has base 110 attack and base 100 special attack. There isn't much of a difference which means solarbeam still is a great move to have on Arcanine. If Arcanine has a modest nature and EV's that boost it's special attack, then its special attack becomes stronger than its physical attack power.

Again, your standard sweeper. Although Intimidate gives it some bulk. Life Orb makes it more powerful. Flare Blitz is STAB. Close Combat and Crunch provide you with type coverage. However, since Crunch is going to do damage equal to Flare Blitz on a super-effective hit while Blitz is neutral, it might not be the best option, while Wild Charge is meanwhile getting a super-effective hit on Water and Flying types (Flying types resist Close Combat) and x4 effectiveness on Gyarados. Extremespeed is really the only thing that makes this guy worth using (well, the nice coverage moves like Close Combat and the actual physical STAB move help) as it is +2 priority with 80 base power.

Wow! Classic arcanine! This guy is a hard core old testament phyaical attacker. Great moves!

Item: Leftovers/ Lum Berry/ Life Orb

EVs: 252 Attack 252 Speed 4 HP
Teach it:

Flare Blitz- STAB, plus a base power of 120 which is increased with STAB. If you don't like recoil, go with fire fang, or flamethrower if you're trusting it's special attack. Use leftovers for recoil, or go suicide with the life orb.

Extremespeed- You HAVE to teach this guy this. Priority + 80 base power = a must. Simple math.

Outrage: OK guys, this is outrage!!! You have to have it! It's just another move with 120 base power! Use the Lum Berry to snap it out of confusion.

Thunder Fang/ Close Combat/ Morning Sun/ Wild Charge- Ok I had a hard time deciding between these three so I listed them all. In my opinion, I would go with thunder fang or wild charge due to arcanine being ev trained on attack in speed so it is a partial glass cannon, so I think there would be no use trying to heal it with morning sun, but I know people are going to argue my point. Also, thunder fang or wild charge won't lower defense like close combat. As I said before, wild charge will due recoil, so go with leftovers if you choose this move.

So yeah that's about it. Please rate well! Btw this is my first set being posted so don't be too harsh. Until next time, See Ya!

Helping Hand provides you with team support. Extremespeed is priority. Flare Blitz is STAB. Bulldoze hits mulitple Pokemon and lowers their Speed, which can cause some problems for your opponent. However, Close Combat can be used for the higher power. Intimidate is a great ability that lowers the Attack of your foes. However, Flash Fire can be used if you have a Lava Plume using teammate. Even then, Intimidate is probably still better.

Back for another UU Pokemon to be used in OU. Dare underestimate this sucker and pay the price. Close Combat and Wild Charge get decent coverage against common switch-ins, namely Heatran and Politoed respectively. Flare Blitz is extremely powerful, especially after switching into a Fire move, activating Flash Fire and boosting Flare Blitz to astronomical levels. ExtremeSpeed is a pinnacle for revenge killing and is one of Arcanine's niches. One might question why you'd not use Infernape as it gets STAB on Close Combat and Mach Punch in the pace of E-speed. Thing is, Arcanine is decently bulky, whereas Nape frail. Arcanine has less weaknesses, and also has access to Flash Fire, meaning that while it may not share all of Nape's perks, it has some of its own as well.

Extremespeed and Flare Blitz are a must for Arcanine. Thunder Fang is also a good move to have around and deal with Water and Flying types. Hidden Power Grass is a good option for the fourth moveslot, since it provides type coverage and works off of Arcanine's good Special Attack. However, you could also use Hidden Power Ground to take down Fire types, but HP Grass is usually better. However, there are some other good options for the fourth moveslot:

Toxic: Takes down foes who would otherwise be unaffected by Arcanine's other moves.

Ev's give him effecient 212 Defenses, with a 334 Hp Stat.
283 in Both attacking stats, with a boostable 234 Speed stat.
This guy is Meant to be good at everything.
ExtremeSpeed is the master of priority moves, hitting with +2 and 80 Power, great neutral coverage, and allows Arcanine to be a revenge killed when needed. Fire Blast giving amazing STAB on top of the fact, that you could easily get a Flash Fire boost added on to that, to make it even more powerful. Crunch gives you some nice coverage agaisn't Gengar and Alakazam both of which you can outspeed after a single Agility. And Agility, Allowing you to outspeed most all of your major threats ( Like Gengar and Alakazam! ) while still having enough bulk to set it up, and enough offensive stats to sweep. I love you Arcanine.

In my opinion, that ev spread is too spread. You are better off just not ev training at all if you're gonna ev train arcanine like this. Make use of his abnormally high attack stat and not this. Also, don't go with agility or fire blast. Fire blast has way too low accuracy for me and agility is a waste because arcanine already has a decent speed stat. But otherwise nicely done!

Well first of all you need to know what Arcanine's weaknesses are. Arcanine's weaknesses are: Rock, Ground, and Water. So here is a good moveset I would think would be the best for Arcanine.

Morning Sun- This move would allow you to heal half your max HP...depending on the weather it could either give you close to 3/4 or close to 1/4 of your max HP back.

Close Combat- This move would cover for it's Rock weakness. It is pretty hard to teach it this move because it can only learn it from an egg move. Although with a power of 120 and and accuracy off 100, this would be a very good move to teach it. It also works well since Arcanine has great attack power. The only downside to this move is that it lowers your defense and special defense by one every time you use it, BUT I am sure that Arcanine's speed would allow it to attack first.

Thunder Fang/ Wild Charge- Depending on wether or not you want recoil damage or not these are the only two electric type moves that Arcanine can learn. Wild Charge has a power of 90 and an accuracy of 100, however it does recoil damage to Arcanine if it does damage to the pokemon. Thunder Fang would be better for those people who don't like recoil damage. I would still go with Wild Charge because Thunder Fang only has a power of 65 and an accuracy of 95. I would highly recomend one of these attacks though because it is super effective against Water type pokemon.

Flare Blitz/ Extreemespeed- Flare Blitz is a really great move for Arcanine for two reasons: (1) STAB (Same Type Attack Bonus) Since it is a Fire type along with arcanine it would give it an extra 50% more damage to the defending pokemon bringing the total power of it to 180!!! and an accuracy of 100. (2) It is much more reliable than Fire fang because it has better power and accuracy. The only bad part is that recoil damage. :-( Extreemespeed would be good too because it always attacks first and when your opponent has HP that is low yellow or in the red it is almost certain to KO that pokemon with the great power of 80.

If you want both Flare Blitz and Extreemespeed I would recommend you get rid of Morning Sun because your opponent would have a chance to take more damage out of you while your using the turn to heal. Well this attack set takes care of some of Arcanine's weaknesses. The only one left is the ground type. Well I wouldn't woory to much about that, but if you do you could always teach Arcanine Solar Beam which is a Grass type, but if you don't worry about it than give it the item AIR BALLOON. This item lets your pokemon float in the air until it is hit by certain moves then it pops, but while in the air ALL ground type moves are nullified. So now you don't have to worry about those moves like Earthquake(which is very common and one of my favorite moves), Bulldoze, and Earth Power. Well there you have it, a good moveset for Arcanine that should work very well.

Flare Blitz is a decent STAB with Morning Sun to heal off the damage. Will-O-Wisp is the bread and butter of this set, allowing you to cripple physical attackers to nothing while getting off residual damage. E-Speed allows some neutral coverage and finishing off stuff.

Double kick is there as a sub breaker and coverage, thunder fang is there as a flinch and para chance and coverage, fire fang is a burn para chance and stab, or flare blitz for a more powerful stab but with recoil, and the last is for whatever floats your boat.

With a white herb you can hammer off that first solar beam while they expect you to set up, flamethrower is a reliable stab, and swift is for those stupid double team users, agility is self explanatory.

He has sufficient bulk to pull this off, and it would be rather unexpected, you set up with toxic and then use morning sun and dig to keep yourself alive while they take ongoing poison damage, then you use fire fang for those stupid steel types that I love.

If you're into fast-paced movesets, then go with this!
Get him started with flame charge- it will keep him on top of the speed chain
Then have him use bulldoze to decrease their speed.
Add in ExtremeSpeed to give him an extremely high chance of hitting first
Wild charge foe coverage(can be replaced with thunder fang, but not as reliable.)
If you want to have him as a phisical sweeper, then go for a different moveset.